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I am trying to figure the scope of what I can do with the orx API and use it as much as I can.
Can I draw the sprite / object / texture into the buffer that holds the actual raster?
The idea is to redraw the asset according to the scale and / or zoom factor and also draw assets on the screen at runtime to create new objects.
The more general question is what is the optimal standard Orx way to design runtime objects from scratch?
I looked over CreationTemplate.ini and I can see the benefit of mapping properties and commmands to text.
In order to facilitate an Orx IDE the next step would be binding Dear ImGui commands and push the GUI design through the ini file.
Editing ini files through an ImGUI IDE property tree and issuing OrxConfig calls to save is a goal.
orxCommand_Register seems to be the way to register and
orxCommand_Execute to access functions and maintain object properties in ini.
I presume all the commands in the bouncing demo can be executed within the ini file so this is the basis to bind a scripting language to Orx?